Eyes

by Ron Gilbert
Jul 12, 2016

In the original Maniac Mansion, heads were large because pixels on the C64 were very huge. Due to the color mode we were using, they were not even square pixels, they were twice as wide as tall.  The hardware sprites each character had to fit in were 24 pixel wides, so Gary just made the heads as wide as he could to capture the personality of the characters.

There are huge parts of our brains that are dedicated to recognizing faces and subtle movements and expresses. How do I know this? Because I'm not only a game designer, I'm also an evolutionary neurological cognitive brain scientist. Look it up.

When Zak came out, the heads were shrunk to be "more realistic". By the time Monkey Island was made, the heads had gotten even smaller.  True, it was more realistic, but I felt something was lost.

Guybrush didn't blink and he didn't move his eyes (except in some special case animations).  Razor, Bernard and Micheal didn't blink either. Or move their eyes. Everyone stared straight ahead like zombies.

A month ago we added blinking to the Thimbleweed Park characters and it really changed how you feel about the game being alive. When someone is just standing, the blinking makes them feel real. If you were playing the game, you might not even notice it at a conscience level, but it's something you'd feel.

Last week I added eye movement. Characters can now look left and right. It adds a lot to even idles, as the characters appear to be looking around, aware of the environment. It's also really nice in conversations, because characters can actual look at who is talking to them. Before (and in previous games), characters would just stare forward. It's surprising how used to this you get, and when blinking and eye movement goes in, it's actually startling.

- Ron



Josejulio Martínez - Jul 12, 2016 at 13:04
Is awesome how subtle things like that add a lot to the way you feel the characters.

Alain VD - Jul 12, 2016 at 13:12
Now we need the see the main characters on the site banner blink :)

Frank - Jul 12, 2016 at 13:19
Yes, the C64 had limited ressources but the characters on C64 has a special charm. :)

I like, the C64-version of Maniac Mansion was the best version of all systems ever.

I think, it will be a very nice feature to offer a C64-look-like-mode for Thimbleweed Park with SID-like-sounds, too. ;)

But I'm afraid, it would be too much work to realize that till release date.

Jammet - Jul 16, 2016 at 08:16
But I could easily see someone try to make some mockups of a C64 game out of Thimbleweed Park.  :) But yeah I'm like you. The C64 version had a unique charme, hard to replicate in any way. It felt alive. I'm sure though, later games were, too. MI on the Amiga. Siiigh. Zak Mc Kracken also was amazing. I still hope the follow-up project has David as the lead designer, and they work on a spiritual successor of sorts again, but this time more related to Zak. And then it is Ron's turn again. :)

Mathias Berglund - Jul 12, 2016 at 13:29
Do you consider making the pupil 1 pixel instead of 2 pixels wide when the pupil is moving to the sides. It would give the feeling that the eyes are round instead of flat. This aside - blinking and looking is a great addition and really makes the characters feel alive if used as a way to indicate anticipation in the animations.

Ron Gilbert - Jul 12, 2016 at 13:45
The pupils can't be 1 px, due to the eyes being 4 pixels wide.If the pupil is 1 px when looking left and right, it looks like they are straining to look in that direction.

Mathias Berglund - Jul 16, 2016 at 05:19
I guess it would work better on a higher resolution. Where the eyes are more defined. Looking forward to more updates! These "small" additions really do add alot to sell the characters as being alive!

Tom - Jul 12, 2016 at 13:30
Toe tapping to show impatience would be nice too.

Ron Gilbert - Jul 12, 2016 at 13:42
There are also idle animations, including toe tapping.

Sebastian - Jul 12, 2016 at 17:41
Ron,

when I read that idle animations are present, I immediately thought of the Amiga game "PP Hammer and his pneumatic weapon": http://www.spriters-resource.com/resources/game_icons/3/2392.png

So, I became curious: As PP Hammer starts smoking when you leave the joystick untouched for a while, can we expect that in Thimbleweed Park? Or would it be too politically incorrect to have  a smoking character?

Best,

Sebastian

Alessander - Jul 12, 2016 at 21:03
What about whistling? That could work for silly characters...

Big Red Button - Jul 13, 2016 at 18:53
It's a very rare behavior in the reality. I therefore think, there shall be at most only one character who uses to whistle.
I would prefer, for instance, yawning, taking a look at the watch, hand setting the jacket, pulling the trousers up, stretching the ankle joints or the arms and maybe going round in circles.

By the way, in Bud Tucker in Double Trouble the playable character even uses to adjust his crotch. Though, in my opinion, it had a negative impact on the charm of this character, because it's a rather vulgar kind of idle animation, even though it's a natural part of the landscape in the reality. Maybe Ransome shall adjust his crotch. He seems to be predestined for it.

Alessander - Jul 14, 2016 at 10:27
I agree with you. Maybe Ransome could grumble too... I picture him nearly as having Coprolalia...

Nor Treblig - Jul 14, 2016 at 13:47
Sorry, but if you want realism then scratching their crotches needs to be added for every single character :-)

Big Red Button - Jul 14, 2016 at 14:22
You're right, at least for all the male characters. Though, what I meant to say is, that such behaviors shouldn't appear too frequently. If you used a joke too often, it would rather get annoying for the player, especially if it's rather a vulgar one.

Speaking of realism, in Leisure Suit Larry, you could use the toilet. Even though it was quite funny there, I don't feel the urge to watch a character in TP do this.

Nor Treblig - Jul 14, 2016 at 15:06
Although I could live without any of those animations...
There could be values for setting the frequency of these kind of idle animations for male, female, unspecified and even animal characters...
The actors already got such attribute assigned, it would be shame not to use it :-)

Jammet - Jul 16, 2016 at 21:21
There are so many things a character can do in idle animations, the possibilities are limitless.  Personally I believe it would be awesome if some of these idle animations were throwbacks were funny, but not all.

So, smoking has been mentioned. How about checking his/her wristwatch? Shaking it to the ear, to see if it's still ticking.
Or making the knuckles make popping noises. Filing fingernails. Blowing hair out of the face.

Or, taking items out of the inventory and checking those out, for a little while.

Timo - Jul 12, 2016 at 13:39
It is little things like these that make all the difference.

manuq - Jul 12, 2016 at 13:55
Ron is this scriptable? It would be great for acting:

- walk to John
- say "Remember me?"
- turn your back to John
- look askance at John

Ron Gilbert - Jul 12, 2016 at 13:57
Yes, it's all scriptable.

Derrick Reisdorf - Jul 12, 2016 at 14:50
Does this also mean that you have/can tailor the frequency and duration of the blinking and/or eye movement?  ...I'm sure you've added a bit of randomness in there, too?

For example, unless scripted/triggered, Rey's idle blinking is (randomly) quicker than Reyes...
Or also, as an example, Ransome is set to rarely blink but looks around more frequently than most characters.

Derrick Reisdorf - Jul 12, 2016 at 15:06
How are all these values handled in the game:
eye position, blink, mouth, animation type (e.g., run, climb), position (x,y,z), and direction (e.g., forward, left profile)?
How/where are the animations triggered, how/where are values passed and modified?
I know this might be fundamentally simple for most, but some code would be cool.

Nor Treblig - Jul 12, 2016 at 14:07
You mixed up C4 and C64. Be careful, this could go very wrong!

Nor Treblig - Jul 12, 2016 at 14:09
Also please don't mention that you've got some portable C4 with you at the airport.

Leak - Jul 12, 2016 at 18:53
Well, he also wrote "When Zak *game* out"... :)

Nor Treblig - Jul 12, 2016 at 19:03
Oh, but at least this won't get someone killed.
Game over and out.

Lee Allan Sanders - Jul 12, 2016 at 14:32
O. M. G. ... You guys keep increasing my desire to play the game. Thank you thank you thank you thank you. BTW, I have achieved level 6 in PokemonGO ... LOL

Big Red Button - Jul 12, 2016 at 14:40
In my opinion, the bigger size of the faces has not been advantageous in MM and Zak, because, as Ron mentioned, even though the faces are more detailed, they still have had no variable expressions.
MI 1 & 2 have given us the freedom to at least imagine situational facial expressions within the pixelated faces of the characters. Furthermore, as Ron mentioned, there were a few special case animations with special facial expressions.
In contrast, the faces in the VGA version of MM are always smiling. Whenever something bad happens there, such as getting jailed, the current character would just keep smiling. Maybe this smiling was inserted in order to make the game more appropriate for children, however it was not suitable for the dramatic story, except the happy ending. For this reason, I got a slightly creepy sort of vibes from the characters, when I played MM for the first time - as if not only the villains but also the playable characters were a little bit psychopathic.
Therefore, the blinking and moving eyes are a very wise feature in TP, albeit Ray and Reyes don't smile by default. :)

Big Red Button - Jul 12, 2016 at 17:17
I have to correct myself: In Zak, there are variable facial expressions expressions, in contrast to MM. But, of course, it's limited to very few special case animations, not to mention blinking or moving eyes.

Bogdan Barbu - Jul 12, 2016 at 14:54
This has been suggested by someone on the blog before. Now that it's easy to do so, you might consider the eyes following the mouse cursor (as what that really represents is the character's focus). If you want to take it even further, you might also consider head or whole body turning but maybe that's too much.

Ron Gilbert - Jul 12, 2016 at 14:59
I've tried the eyes following the cursor and while it's fun, it's get distracting after a while.  Maybe I'll make it an option.

The head and body turns would be nice, but are too expensive from an animation standpoint.  This is one of the areas that 3D is nice.

LogicDeLuxe - Jul 12, 2016 at 16:12
Generally, characters wouldn't be aware of the cursor, I'd say. But in case there is a suspicious snoop in the game, it would add to it, when his eyes would follow the cursor occasionally, I guess.

Bogdan Barbu - Jul 12, 2016 at 17:41
It's not that they'd be aware of the cursor. The cursor represents their attention, which is what the player controls. After all, they use the cursor to make the actors actually interact with the world and that doesn't mean the're aware of some cursor.

LogicDeLuxe - Jul 13, 2016 at 07:57
Obviously, I was refering to NPCs. With a player controlled character, your reasoning makes sense too, of course.

Nor Treblig - Jul 14, 2016 at 13:47
Yes, I think it was meant only for the controllable character. But now that you said it... it would be a funny gimmick... this needs to be a three-state option!

Jammet - Jul 14, 2016 at 18:41
Well, limited "eyes follow mouse cursor" would seem to still be a nice thing. You know, where they do look at what you're *clicking* at before you click a verb.

Brian Small - Jul 14, 2016 at 14:38
Perhaps it would work well as an idle animation.  Like the eyes occasionally glace in the direction of the cursor when you haven't moved it for a while, as in "well, what now?".

Big Red Button - Jul 14, 2016 at 14:52
Seeing the above animation, I think, agent Ray would already do this randomly.

Arto - Jul 12, 2016 at 15:08
This is great! Make it an option!

LogicDeLuxe - Jul 12, 2016 at 16:16
On the C64, we had blinking and foot tapping both in Boulder Dash already in 1984, which was a rare instance at the time for sure.

Wluut - Jul 13, 2016 at 11:50
Yeah! Boulder Dash! Great memories....

Misel - Jul 12, 2016 at 16:18
Do you use the same Fourier series, to simulate random blinking that Data and.all other subsequent Soong androids are using? :)

http://memory-alpha.wikia.com/wiki/Data

Carlo Valenti - Jul 12, 2016 at 18:13
And YOU are playing violin in the same exact way every time: GOTCHA!

Soong - Jul 13, 2016 at 04:41
That is exactly what I was thinking!  Star Trek nerds...

Gv - Jul 12, 2016 at 16:21
Maybe my comment will sound heretical but while I accept the big heads for this game and Zak and MM, I prefer characters "a la" Monkey Island 1, Loom and Indy 3 (with the corresponding close ups), maybe not later games they are too big and detailed (and more colored). I don't know, I like them a bit more :)

Big Red Button - Jul 12, 2016 at 17:41
I don't think, it sounds heretical. On the one hand, they are partially done by the same creators and, on the other hand, Monkey Island 1, Loom and Indy 3 definitely have really nice artwork. That's beyond all question. Furthermore, these games are inevitably more sophisticated than MM or Zak, because they were created a few years later.

Gv - Jul 12, 2016 at 19:57
I agree that Monkey Island 1, Loom and Indy 3 are of the most visually appealing games of that time. And also musically.

Gffp - Jul 14, 2016 at 09:15
Yeah, music was -and still is- awesome! About heads... Guybrush could blink and move his eyes, even if they were made only of one single pixel. I remember one of the three important-looking pirates blinking his eyes... Nevertheless big heads are a homage, and they actually allow to better express feelings with proper animation.

Gffp - Jul 14, 2016 at 09:32
Oh, wait a minute, the dread bearded important-looking pirate has its eyes always blinked... ahahah, I never realized that before! But nonetheless he shows it was possible to do a (even if poor) blinking animation with a single pixel...

Big Red Button - Jul 12, 2016 at 18:21
As Ron wrote, the heads were so big due to the hardware restrictions on the C64, which was the most commonly used platform back then. When the game was ported to other platforms, the big heads were kept, for the sake of convenience. Therefore, the style of MM and Zak was primarily defined by the hardware restrictions of the C64.
By the way, the huge pixels were by far not the only restriction on that platform. For technical reasons, the characters' sprites could only have four different colors at the same time (including one color for transparent areas), which is a heavy restriction as well. If you only have such a limited color palette, you cannot shrink the faces at will, of course, if you want to make sure that a face actually looks like a face.

LogicDeLuxe - Jul 15, 2016 at 05:36
Not to forget that a sprite can only have one individual color. The other two colors are shared among all sprites.
Also the backgrounds have their limitations, as a multicolor char has 3 shared colors and one individual color which can only have one of the first 8 colors.
It is quite a challenge to make nice graphics on a C64. It has to be well thought how you do things. In the SCUMM games, obviously they did.

Bogdan Barbu - Jul 13, 2016 at 06:46
It's fine, everyone has their preferences. I, for one, like the more cartoony styles of DOTT and MI3. Those characters have a lot of personality. In other games, they tend to have rather generic faces, roughly the same height and weight, etc. But it's all good.

Nick - Jul 12, 2016 at 18:03
Big heads are better! It DOES capture the personality of the characters!
I just cant wait to release date!!!

skarsson - Jul 12, 2016 at 19:20
Excellent! :D

R.C.M. - Jul 12, 2016 at 20:11
Nifty! I like how little details can really bring things to life.

On a side note, I'd be interested to know how many 'customization' options there are in the game so far (there must quite a few)- I know there's pixel-purist mode, UI font/black bar options, etc.

Bogdan Barbu - Jul 14, 2016 at 03:12
I know that they're being added because people are opinionated and because they're cheap to implement but they're starting to feel a bit like arbitrary customization to me. I know it feels weird to "complain" about having an extra *option* to most people but I really don't like feature creeping. Sometimes adding more stuff substracts from the final product.

Mister T - Jul 14, 2016 at 04:10
Well, Ron always says that there is a way the game is meant to be played. So the options are not a cop out for some creative decision, but seem to be more like a showcase for the flexibility of  the engine. Which (depending on Thimbleweeds success when finally released) might be a reason to be optimistic about future releases...

Nor Treblig - Jul 14, 2016 at 13:48
Feature creep? Hah! This game will feature the most extensive option management system in games history!

Mattias Cedervall - Jul 12, 2016 at 20:38
Well done, Ron! ;-) :-)

Damian - Jul 12, 2016 at 20:53
This adds s lot of life and realism to the game.
Now, about that elevator... XDDD

Paulup - Jul 12, 2016 at 21:09
The bobble heads... I'm about to voice some minor criticisms of bobble heads, so those who are averse to any kind of bobble head criticism please look away now...

The bobble heads are something I like in theory, but in practice I prefer the Monkey Island style heads if I'm being honest.
It's like the potential is there for the bobble heads to have way more character, but I feel that there's something a bit awkward about them. Now that I look at the eyes more, I think it's partly to do with how the eyes are so wide across (4 pixels), with a wide pupil (2 pixels)... to me it looks like they're squinting and have massively dilated pupils, like they're high and glazed over and vacant. I feel in general bobble heads can create these oddly proportioned faces that are sometimes less characterful than smaller heads.

I also think some work better than others, I think Ransome and Delores work and convey character, but I have a hard time connecting with the two main agents, I just can't read anything into their faces or get any sense of character from them. I know that sounds harsh so apologies if that offends anyone.
I think the Monkey Island size heads did a good job at hiding the limitations of pixelated faces, while giving you just enough to read into, when combined with things like posture, glasses, facial hair, etc. and they kept facial proportions realistic so were easier to connect with, for me.

Having said all that, the bobble heads do create a link back to Maniac Mansion which is important as far as the spirit and feel of the game.

Natalie - Jul 12, 2016 at 22:21
Nice. Seriously can't wait for the release!

Martin Wendt - Jul 13, 2016 at 01:50
Oh. I like that alot! I can imagine them blending in with the background even better now. Something so many (3D) games completely lack. All those 3D adventures felt like early 80s bluescreen movie scenes...

Meghan Morningstar - Jul 13, 2016 at 03:01
I honestly cannot WAIT until this game comes out! I bought the Xbox 1 just for this game. Rob Gilbert is amazing, I fell in love with maniac mansion as a kid and I've followed his point and click games ever since :) the cave was awesome, can't wait for this one! Thanks for taking the time game engineers to do subtle things like making the eyes move for the characters. But I'm honestly on pins and needles for this release please please release it soon :-)

unwesen - Jul 13, 2016 at 03:02
I always loved idle animations in games. Sometimes I would just spend hours waiting for characters to cycle through their idle animations.

One of my favourites was the Keen games; the little guy would sit down and read a book, or do similar stuff "on his own" when you didn't touch the controls. Fantastic :)

Kate - Jul 13, 2016 at 08:55
Keen was the first thing I thought when reading that too – a great example of amusing idle animations :)  he would look at his watch first, hands on hips, then sit down and read the book.

I did sometimes worry about having enough time for him to snap back into action, though. So in a lot of ways the technique would work better in point-and-click adventure games, where speed isn't so much of a necessity.

Y'know, unless you're running about carrying grog.

calypso - Jul 13, 2016 at 14:21
Simon the Sorcerer II had some funny idle animations like juggling, floating/meditating, growing old and collapsing into a pile of bones.

Nor Treblig - Jul 13, 2016 at 04:18
I think it's odd that she is moving her eyebrows down when closing her eyes. Is this intentional? Wouldn't it be enough to change her eyeballs to skin (lid) colour?

Big Red Button - Jul 13, 2016 at 04:34
I get your point. Maybe it's not the eyebrows, but the upper eyelashes.

Nor Treblig - Jul 14, 2016 at 13:54
I've always looked at them as eyebrows, mainly because most characters have them like that above their eyes. Eyelashes probably don't deserve a single pixel at this resolution :-)

That's why I'm wondering that I am the only one thinking this looks strange...

Big Red Button - Jul 14, 2016 at 14:49
I agree with you, since eyebrows use to be much more eye-catching than eyelashes.

Arto - Jul 14, 2016 at 16:23
This animation is fine by me.
If they would be eyebrows, there would be a pixel between the eye and the eyebrow. As there isn't, it's an eyelash.

Nor Treblig - Jul 14, 2016 at 16:33
I'm not convinced yet, still the see eyebrows there :-)

Nor Treblig - Jul 14, 2016 at 16:40
I think my main problem is: If those are eyelashes, where are the eyebrows?

I've taken a look at Maniac Mansion: They had (proper) eyebrows, even the C64 version.
The girls also have eyelashes. Oh, and I didn't remember Razor having that much makeup.

Arto - Jul 14, 2016 at 16:58
Yes, Razor and Wendy have both eyelashes and eyebrows. Dave and Michael have only the eyebrows. What they all have, is the pixel between the eyebrows and eyes. And that's how I usually draw; there is no space between eyes and eyelashes, but there's almost always a space between eyes/lashes and brows. The only difference is if I draw a character who is comically mad, when the stare is so intense there is no space between a brow and the eye.

Big Red Button - Jul 14, 2016 at 22:09
While the "old" Dave from MM has gaps of 1 px between his brows and his eyes, as you described, the "new" Dave from the Diner in TP has similar eyes like agent Ray:
https://storage.googleapis.com/images.thimbleweedpark.com/www/character_dave.png
I think, there cannot be so many people in TP having eyelashes but no eyebrows. The style just has changed a little bit inasmuch as a few characters have no gap of 1 px between their eyebrows and their eyes (which would be absolutely okay).
Some team members' avatars, too, by the way:
https://blog.thimbleweedpark.com/teamthimbleweed
Therefore, I still agree with Nor Treblig. The dark pixels above Ray's eyes seem to actually be eyebrows.

Big Red Button - Jul 14, 2016 at 22:15
I mean, the absence of that gap is okay, in my opinion. I hadn't even recognized it.

DZ-Jay - Jul 13, 2016 at 05:17
It is very nice to know that Mr. Gilbert writes his own blog posts here weekly.  It gives a sense of personal warmth and connection to the fans to know that we are interacting directly with the author.

That said, Mr. Gilbert, you need to get yourself a copy editor.  stat!  LOL!

      -dZ.

P.S. Thanks for the blog post! :)

Estranged2 - Jul 13, 2016 at 06:24
Many years ago I worked on an adventure game for Java phones (it was cancelled by the company when the first iPhone came out). We had to use these big character avatar sprites, and I pushed for them to be animated and have separate modules for mouths and eyes, so that they can emote and even roll their eyes in frustration or look to the side in shame when you pick a dialogue option. It was so funny.

Treating the character in a videogame like an actor is really nice. Beyond Good and Evil had Jade being happy, scared or sad depending on the environment, the latest Tomb Raider shows Lara's fear, exhaustion, disgust, pain depending on her situation. Most people don't notice facial animations, but this extra touch really counts.

I really hope you release the engine, it can be a commercial engine too.

Just consider this. Currently, the most accessible engine to the public for making 8-bit adventure games is AGS. But in AGS, you can't even have walking and talking at the same time! And noone notices and noone cares that this is missing, and if you really want it, you have to bend the way you're supposed to script. Objects, attached to other objects also create various problems in AGS. I'm sure that what you use not only covers what AGS does, but does way more, especially in regard to characters and their animation and movements, and I'm especially happy with the inclusion of blinking, which is something the characters really needed. Sorry. I get overly excited over "small" additions like this one.

DZ-Jay - Jul 13, 2016 at 06:55
I would say, it's not so much the face, but the eyes, that are the most expressive and emotive.  We are wired to take an unbelievable amount of cues from each others' eyes, not just facial expressions.

I always thought this, but it became an extremely important point when doing animations for my own 8-bit games.  In my platform of choice (the Intellivision), sprites are merely 8 pixels wide and up to 16 half-pixels high, with a single colour, and you must overlay multiple objects in order to add colours, rapidly depleting the built-in eight.  Even though it's an arcade-action game in the style of Pac-Man, the game is driven by "introduction sequences" (cut-scenes) that add an extra dimension of warmth and story, developing the characters' arcs.

A particular character, The Ghost Of Christmas Presents, whom is a bit dim-witted and extremely fond of wrapped packages, only has eyes (and the occasional smile) to convey emotions.  With merely turning on or off and shifting the pixels of its eyes, I managed to effectively convey a wide variety of expressions and emotions; from fear, to surprise, to bewilderment, to happiness.

Here's an example, for those interested., it's end sequence when you save Christmas and "beat the game" by completing all puzzle mazes.  The Ghost has been trapped inside and ice cube and Carol, the protagonist Elf, frees him by destroying the Bad Toy Robot and melting the ice with a torch.  (Note that due to a bug in this old recording, the eyes do not show up until Carol beats the Bad Toy with a stick.)
https://vimeo.com/71569822

Other videos of the game can be found in the official page here:
http://www.carolvsghost.com/pg_trailers.html

   -dZ.

Nathan - Jul 13, 2016 at 09:53
Ron, you're a master of your craft. Your attention to detail and the design of your engine is impeccable. Thank you thank you thank you for making this style of adventure game again.

Gffp - Jul 13, 2016 at 11:41
She becomes more and more like Susan Sarandon in 'The Client'

Mario F. - Jul 13, 2016 at 14:53
and that wouldn't even be bad at all.

Gffp - Jul 13, 2016 at 16:45
Yes, of course. She's a very good actress.

Emmanuel - Jul 13, 2016 at 12:32
Here's looking at you, Ron.

Jammet - Jul 13, 2016 at 17:08
:) How about updating the front page of the game with blinking eyes? :D

Arto - Jul 13, 2016 at 19:17
This (modifying the front page animation) got me thinking that you can really tell a story with minor things. By modifying just the eyes creates a bit different (or how should I know yet) Thimbleweed Park story:
https://dl.dropbox.com/s/4jqn3qr1ko799dn/AlienAgents.jpg

And here is yet another twist to the Thimbleweed Park story:
https://dl.dropbox.com/s/fok4yx5zfsyivt2/GuiltyAgents.gif

Gffp - Jul 13, 2016 at 19:43
Dear Arto, not to diminish your creativity but... the first image reminded me of this: https://m.youtube.com/watch?v=ai5tGSKFyOE  
which says: who gives you drugs, turns you off.

While I was watching the second image (gif) I expected that they turn their heads and start to kiss...

In any case this strengthen your thesis...

Guga - Jul 14, 2016 at 03:00
NOPE. NOPE NOPE NOPE NOPE NOPE. NOPE.

I STILL HAVE F***ING NIGHTMARES DUE TO THAT.

Really. I clicked on the link before reading your comment and I just needed to see the first frame to freak the f**k out and try to close that video as soon as possible.

I think there's no Italian 30-something year old who doesn't freak out when they think about it.

Orcan Ogetbil - Jul 13, 2016 at 22:14
How do you randomize the blinking? Is it Poisson process?

Christian Stigen Larsen - Jul 14, 2016 at 06:47
It's from an evolutionary neurological cognitive brain scientist paper.

Laserschwert - Jul 14, 2016 at 02:44
Quite often people tend to combine eye movement with blinking, so it might be worth a try to have the blinking cover up the pupil motion. So that when the eyes open again, the pupil is already at its new position.

Brian Small - Jul 14, 2016 at 14:41
Adding eye movement to the game makes the game experience much more immersive for me, and probably many others.  My anticipation for the game release has increased to a new level, once more.

Zombocast - Jul 14, 2016 at 19:26
Great, now when I play as Ransom the female characters can yell at me for staring at their chests!

Averell - Jul 14, 2016 at 23:06
This is a very nice feature and makes the characters more individual. and interacting  Reminding Zak, Guy and the other figures this never struck to me, but as you described now I remember there was something missing.

badde - Jul 15, 2016 at 20:29
GREAT! Ist in it?

Zak Phoenix McKracken - Jul 20, 2016 at 04:59
Good morning!
I've returned from vacation...
Nice thing the eye blinking and looking at the sides. It feels more realistic

Dwight - Jul 24, 2016 at 16:48
75% of the time when a person changes direction with there eyes they blink during the transition. Just watch a couple people around the office or house for proof.
The only time you don't see this is in movies - which isn't real anyway - and the actors are trained to not blink - keep there eyes open and focused as long as possible.
Just a friendly tip from a lone wolf animator.

Alexander Rehbein - Jul 27, 2016 at 10:16
So.. uhm I guess you guys should now update the Thimbleweed homepage background picture/gif/animated picture (whatever it is), so that both agents are blinking there, as well :P